# M03-RND-FACADE-GROUND-QUERY-001 — Rendered ground query facade ## Ownership - Target: M03 - Program: RND - Owner/Agent ID: sindo-main-codex - Branch: `work/sindo-main-codex/m03-facade-ground-query` - Lease expires UTC: 2026-07-18 - Integrator: M03 milestone integrator ## Outcome Expose typed ground-height sampling and a detached readiness diagnostic through `WorldRenderFacade`, using already loaded render terrain meshes, and migrate the terrain-height probe away from direct streamer state/queue access. ## Non-goals - Replace the M02 gameplay-owned `TerrainQuery`/`AdtTerrainQuery` composition. - Make rendered mesh sampling authoritative for movement, collision or server state. - Add slopes, holes, liquid, WMO/M2 collision or async query callbacks. - Change terrain meshes, streaming policy, queue order, cache formats or visuals. - Complete environment/entity-visual facade contracts or mark M03 complete. ## Paths - Exclusive: this claim - Shared/hotspots: `src/render/world_render_facade.gd`, `src/scenes/streaming/streaming_world_loader.gd`, `src/tools/probe_render_terrain_height.gd`, `src/tools/verify_world_render_facade.gd`, `src/tools/verify_renderer_internal_access.gd`, `docs/modules/world-renderer.md`, `docs/modules/terrain-query.md`, `RENDER.md`, `targets/03-renderer-facade.md` - Generated/ignored: `.godot`, native DLL, generated ADT resource scripts, extracted renderer corpus and probe reports ## Contracts and data - Input: immutable `GodotWorldPosition` in Godot world units - Output: renderer-owned immutable `RenderedGroundSample` plus optional detached diagnostic Dictionary - Sampling source: loaded quality or tile-LOD Mesh and its live tile transform - M02 ADT query cache, renderer cache versions and coordinate contracts: unchanged ## Dependencies - Requires: M02 terrain query contract and integrated M03 facade/access gate `53d84cc` - Blocks: removal of renderer diagnostic internal-access exception and later terrain service extraction - External state: asset-backed probe is optional; contract tests use a facade double ## Verification - Commands: facade query/snapshot isolation contract, internal-access gate, terrain-query regression, focus/coordinate/manifest/shutdown regressions and repository gates - Fixtures: available/unavailable sample, detached diagnostic, probe source migration - Fidelity evidence: mesh ray/nearest fallback algorithm moves unchanged from the probe - Performance budget: on-demand diagnostic query only; no per-frame query added ## Documentation deliverables - Inline facade/streamer API docs - World-renderer API/data-flow/sequence/ownership/recovery/source-map updates - Terrain-query backend status/ownership clarification and renderer implementation note ## Simplicity and naming - Important names: `sample_ground_height`, `renderer_ground_query_snapshot` - Simplest approach: one typed facade query over one existing diagnostic read model - Rejected complexity: duplicate ADT cache, physics service, callback bus, query node, generic spatial interface or new dependency - Unavoidable complexity: triangle-mesh ray query retains the existing bounded nearby fallback for seam/edge diagnostic behavior ## Status - State: ready-for-review - Done: added renderer-owned typed sample, facade query/snapshot, migrated terrain probe, expanded internal-access/coordinate gates and updated module docs - Next: M03 integrator reviews and merges `b697a89` plus cold-start fix `9408d88` - Blocked by: ## Handoff - Commits: implementation `b697a89`; cold-start fix `9408d88` - Results: `WorldRenderFacade` delegates loaded-mesh ground sampling and returns renderer-owned `RenderedGroundSample`; detached diagnostic snapshots preserve the probe report while hiding queue/tile/Mesh/Node references. Gameplay remains on the independent M02 `TerrainQuery` composition. - Verification: facade `delegation=5 ground_contract=2 runtime_scenes=2 tools=3`; cold rendered-ground value `contract=3` from an empty Godot class cache; internal access `private_symbols=43 gameplay=7 editor_sources=9 renderer_tools=1`; terrain query contracts passed; coordinate boundary `files=113 consumers=5`; renderer manifest `7/7`; shutdown ownership, scheduler/planner, coordination, documentation and diff gates passed. - Fidelity: the probe's 5000-unit ray height, 3x3 tile search, highest-hit choice, readiness fields and `2/5/10/20/40` nearby fallback moved unchanged. No terrain geometry, streaming, cache, material, placement or visual rule changed. No build-12340 parity claim is added. - External/local inputs: ignored native DLL and generated ADT resource scripts were copied from master only for editor/streamer parse and then removed. Proprietary extracted world data was unavailable, producing expected degraded diagnostics. - Remaining risks: triangle-mesh generation is on-demand/main-thread and diagnostic; it is unsuitable for per-physics-frame gameplay; exact asset-backed probe output still depends on local corpus readiness; environment/entity facade contracts remain. - Documentation: inline facade/loader/value API; world-renderer API/data-flow/ sequence/ownership/recovery/capability/source map; terrain-query authority clarification and renderer implementation notes updated. - Integration: implementation accepted in master merge `80cb084`; cold-start fix accepted in merge `d6e5b53`. Post-merge cold/facade/access/terrain/coordinate/ manifest/shutdown/scheduler/planner/focus and repository gates passed.